We present a novel set of techniques for visualization of very large data sets encoding flight information obtained from Air Traffic Control. The aims of our visualization are to provide a smooth way to explore the av...
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ISBN:
(纸本)9781479976867
We present a novel set of techniques for visualization of very large data sets encoding flight information obtained from Air Traffic Control. The aims of our visualization are to provide a smooth way to explore the available information and find outlier spatio-temporal patterns by navigating between fine-scale, detail, views on the data and coarse overviews of large areas and long time periods. To achieve this, we extend and adapt several image-based visualization techniques, including animation, density maps, and bundled graphs. In contrast to previous methods, we are able to visualize significantly more information on a single screen, with limited clutter, and also create real-time animations of the data. For computational scalability, we implement our method using GPU-accelerated techniques. We demonstrate our results on several real-world data sets ranging from hours over a country to one month over the entire world.
In this paper we present and evaluate a new online reconstruction algorithm to create a textured triangle mesh from a set of aerial images via an unorganized point cloud. Both the point cloud and the mesh are iterativ...
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It is still a big technical problem to establish a relation between a shape and its meaning in a sustainable way. We present a solution with a markup method that allows to label parts of a 3D object in a similar way t...
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Procedural content generation (PCG) for architecture is widely used in a variety of digital media, most notably in games. However, such methods are often limited in their expressive range, and require considerable tec...
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ISBN:
(数字)9781728145334
ISBN:
(纸本)9781728145341
Procedural content generation (PCG) for architecture is widely used in a variety of digital media, most notably in games. However, such methods are often limited in their expressive range, and require considerable technical knowledge to create non-trivial architectural structures. We present a novel tile-based PCG approach for generating architecture, that proposes the use of architectural profiles, a declarative characterization of architectural typology, within a generic tile solving framework. An architectural profile consists of a set of tiles, representing atomic architectural building blocks, and a set of declarative constraints and rules, specifying which conditions a tile configuration has to satisfy to be valid. These conditions are translated into logic constraints, and used by a tile solver to control tile placement in a bottom-up manner. Eventually, each valid model output by the solver is a representative instance of its architectural profile. We describe an implementation of this approach with Answer Set Programming, using an off-the-shelf constraint solver for model generation. We performed an expressive range analysis, and concluded that our declarative method is quite controllable and can be steered over a broad range of architectural structures, regarding density and repetitiveness. Due to this expressive range and control, our tile-based method is very suitable for the customized development of urban environments for games.
Nowadays, direct volume rendering via 3D textures has positioned itself as an efficient tool for the display and visual analysis of volumetric scalar fields. It is commonly accepted, that for reasonably sized data set...
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Nowadays, direct volume rendering via 3D textures has positioned itself as an efficient tool for the display and visual analysis of volumetric scalar fields. It is commonly accepted, that for reasonably sized data sets appropriate quality at interactive rates can be achieved by means of this technique. However, despite these benefits one important issue has received little attention throughout the ongoing discussion of texture based volume rendering: the integration of acceleration techniques to reduce per-fragment operations. In this paper, we address the integration of early ray termination and empty-space skipping into texture based volume rendering on graphical processing units (GPU). Therefore, we describe volume ray-casting on programmable graphics hardware as an alternative to object-order approaches. We exploit the early z-test to terminate fragment processing once sufficient opacity has been accumulated, and to skip empty space along the rays of sight. We demonstrate performance gains up to a factor of 3 for typical renditions of volumetric data sets on the ATI 9700 graphics card.
We present a LOD rendering technique for large, textured terrain, which is well-suited for recent GPUs. In a preprocess, we tile the domain, and we compute for each tile a discrete set of LODs using a nested mesh hier...
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In this paper, we present a system developed for getting additional information from real time video hyperlinks within a live video. It is realized by introducing markers in the scene, which can be detected by the sys...
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ISBN:
(纸本)9608052440
In this paper, we present a system developed for getting additional information from real time video hyperlinks within a live video. It is realized by introducing markers in the scene, which can be detected by the system itself. The primary advantage of the system is the generation of real time video hyperlinks by the video content itself. The system uses optical markers to link the additional information to the object of interest. Any retrieval of additional information is initialized by a user request. Finally, a first system prototype demonstrates the validity of this approach and shows the potential of this application.
Treemaps are a popular representation to show hierarchical as well as part-to-whole relationships in data. While most students are aware of node-link representations/network diagrams based on their K-12 education, tre...
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Based on the technological progress within the Internet, content like digital video has become more and more popular for any kind of user. Because of these new technologies a merging process of different media types h...
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ISBN:
(纸本)9608052440
Based on the technological progress within the Internet, content like digital video has become more and more popular for any kind of user. Because of these new technologies a merging process of different media types has been started which leads to new kinds of applications. Within this paper such a new application is presented based on an interactive video system for the area of E-commerce. hi order to be competitive as an e-shop provider on the market it is highly important to supply the customers with an recognizable added value concerning the presentation of the product line. The embedding of such a system for using an interactive video in the context of E-commerce is the main focus of this work.
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